PrusaSlicer-NonPlainar/xs/src/libslic3r/GUI/3DScene.cpp

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2015-01-17 23:36:21 +00:00
#include "3DScene.hpp"
namespace Slic3r {
void
_3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<double> &widths,
const std::vector<double> &heights, bool closed, double top_z, const Point &copy,
Pointf3s* qverts, Pointf3s* qnorms, Pointf3s* tverts, Pointf3s* tnorms)
{
Line prev_line;
Pointf prev_b1, prev_b2;
Vectorf3 prev_xy_left_normal, prev_xy_right_normal;
// loop once more in case of closed loops
bool first_done = false;
for (int i = 0; i <= lines.size(); ++i) {
if (i == lines.size()) i = 0;
const Line &line = lines.at(i);
if (i == 0 && first_done && !closed) break;
double len = line.length();
if (len == 0) continue;
double unscaled_len = unscale(len);
double bottom_z = top_z - heights.at(i);
double middle_z = (top_z + bottom_z) / 2;
double dist = widths.at(i)/2; // scaled
Vectorf v = Vectorf::new_unscale(line.vector());
v.scale(1/unscaled_len);
Pointf a = Pointf::new_unscale(line.a);
Pointf b = Pointf::new_unscale(line.b);
Pointf a1 = a;
Pointf a2 = a;
a1.translate(+dist*v.y, -dist*v.x);
a2.translate(-dist*v.y, +dist*v.x);
Pointf b1 = b;
Pointf b2 = b;
b1.translate(+dist*v.y, -dist*v.x);
b2.translate(-dist*v.y, +dist*v.x);
// calculate new XY normals
Vector n = line.normal();
Vectorf3 xy_right_normal = Vectorf3::new_unscale(n.x, n.y, 0);
xy_right_normal.scale(1/unscaled_len);
Vectorf3 xy_left_normal = xy_right_normal;
xy_left_normal.scale(-1);
if (first_done) {
// if we're making a ccw turn, draw the triangles on the right side, otherwise draw them on the left side
double ccw = line.b.ccw(prev_line);
if (ccw > EPSILON) {
// top-right vertex triangle between previous line and this one
{
// use the normal going to the right calculated for the previous line
tnorms->push_back(prev_xy_right_normal);
tverts->push_back(Pointf3(prev_b1.x, prev_b1.y, middle_z));
// use the normal going to the right calculated for this line
tnorms->push_back(xy_right_normal);
tverts->push_back(Pointf3(a1.x, a1.y, middle_z));
// normal going upwards
tnorms->push_back(Pointf3(0,0,1));
tverts->push_back(Pointf3(a.x, a.y, top_z));
}
// bottom-right vertex triangle between previous line and this one
{
// use the normal going to the right calculated for the previous line
tnorms->push_back(prev_xy_right_normal);
tverts->push_back(Pointf3(prev_b1.x, prev_b1.y, middle_z));
// normal going downwards
tnorms->push_back(Pointf3(0,0,-1));
tverts->push_back(Pointf3(a.x, a.y, bottom_z));
// use the normal going to the right calculated for this line
tnorms->push_back(xy_right_normal);
tverts->push_back(Pointf3(a1.x, a1.y, middle_z));
}
} else if (ccw < -EPSILON) {
// top-left vertex triangle between previous line and this one
{
// use the normal going to the left calculated for the previous line
tnorms->push_back(prev_xy_left_normal);
tverts->push_back(Pointf3(prev_b2.x, prev_b2.y, middle_z));
// normal going upwards
tnorms->push_back(Pointf3(0,0,1));
tverts->push_back(Pointf3(a.x, a.y, top_z));
// use the normal going to the right calculated for this line
tnorms->push_back(xy_left_normal);
tverts->push_back(Pointf3(a2.x, a2.y, middle_z));
}
// bottom-left vertex triangle between previous line and this one
{
// use the normal going to the left calculated for the previous line
tnorms->push_back(prev_xy_left_normal);
tverts->push_back(Pointf3(prev_b2.x, prev_b2.y, middle_z));
// use the normal going to the right calculated for this line
tnorms->push_back(xy_left_normal);
tverts->push_back(Pointf3(a2.x, a2.y, middle_z));
// normal going downwards
tnorms->push_back(Pointf3(0,0,-1));
tverts->push_back(Pointf3(a.x, a.y, bottom_z));
}
}
}
// if this was the extra iteration we were only interested in the triangles
if (first_done && i == 0) break;
prev_line = line;
prev_b1 = b1;
prev_b2 = b2;
prev_xy_right_normal = xy_right_normal;
prev_xy_left_normal = xy_left_normal;
if (!closed) {
// terminate open paths with caps
if (i == 0) {
// normal pointing downwards
qnorms->push_back(Pointf3(0,0,-1));
qverts->push_back(Pointf3(a.x, a.y, bottom_z));
// normal pointing to the right
qnorms->push_back(xy_right_normal);
qverts->push_back(Pointf3(a1.x, a1.y, middle_z));
// normal pointing upwards
qnorms->push_back(Pointf3(0,0,1));
qverts->push_back(Pointf3(a.x, a.y, top_z));
// normal pointing to the left
qnorms->push_back(xy_left_normal);
qverts->push_back(Pointf3(a2.x, a2.y, middle_z));
} else if (i == lines.size()-1) {
// normal pointing downwards
qnorms->push_back(Pointf3(0,0,-1));
qverts->push_back(Pointf3(b.x, b.y, bottom_z));
// normal pointing to the left
qnorms->push_back(xy_left_normal);
qverts->push_back(Pointf3(b2.x, b2.y, middle_z));
// normal pointing upwards
qnorms->push_back(Pointf3(0,0,1));
qverts->push_back(Pointf3(b.x, b.y, top_z));
// normal pointing to the right
qnorms->push_back(xy_right_normal);
qverts->push_back(Pointf3(b1.x, b1.y, middle_z));
}
}
// bottom-right face
{
// normal going downwards
qnorms->push_back(Pointf3(0,0,-1));
qnorms->push_back(Pointf3(0,0,-1));
qverts->push_back(Pointf3(a.x, a.y, bottom_z));
qverts->push_back(Pointf3(b.x, b.y, bottom_z));
qnorms->push_back(xy_right_normal);
qnorms->push_back(xy_right_normal);
qverts->push_back(Pointf3(b1.x, b1.y, middle_z));
qverts->push_back(Pointf3(a1.x, a1.y, middle_z));
}
// top-right face
{
qnorms->push_back(xy_right_normal);
qnorms->push_back(xy_right_normal);
qverts->push_back(Pointf3(a1.x, a1.y, middle_z));
qverts->push_back(Pointf3(b1.x, b1.y, middle_z));
// normal going upwards
qnorms->push_back(Pointf3(0,0,1));
qnorms->push_back(Pointf3(0,0,1));
qverts->push_back(Pointf3(b.x, b.y, top_z));
qverts->push_back(Pointf3(a.x, a.y, top_z));
}
// top-left face
{
qnorms->push_back(Pointf3(0,0,1));
qnorms->push_back(Pointf3(0,0,1));
qverts->push_back(Pointf3(a.x, a.y, top_z));
qverts->push_back(Pointf3(b.x, b.y, top_z));
qnorms->push_back(xy_left_normal);
qnorms->push_back(xy_left_normal);
qverts->push_back(Pointf3(b2.x, b2.y, middle_z));
qverts->push_back(Pointf3(a2.x, a2.y, middle_z));
}
// bottom-left face
{
qnorms->push_back(xy_left_normal);
qnorms->push_back(xy_left_normal);
qverts->push_back(Pointf3(a2.x, a2.y, middle_z));
qverts->push_back(Pointf3(b2.x, b2.y, middle_z));
// normal going downwards
qnorms->push_back(Pointf3(0,0,-1));
qnorms->push_back(Pointf3(0,0,-1));
qverts->push_back(Pointf3(b.x, b.y, bottom_z));
qverts->push_back(Pointf3(a.x, a.y, bottom_z));
}
first_done = true;
}
}
}